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ComputersandComposition59(2021)102629

Crossover literacies: A study of seventh graders’ multimodal representations in texts about Pokémon Go

Elin Strømman

1

TheDepartmentofTeacherEducation,NTNU,7491Trondheim,Norway Availableonline9February2021

Abstract

Inthisarticle,ananalysisofmultimodalrepresentationsinelementaryschoolstudents’descriptivetextsaboutthemobilegame PokémonGo(PG)isusedtodiscussyouths’newliteracypracticesemergingfromtheirout-of-schoolexperiences(e.g.,gaming, producinggame-walkthroughs,andfanart).Socialsemioticmultimodalanalysesoftwostudents’PGtextsandtheirparticipation intalksaroundtheirtextsareusedtoexemplifywhatoccurssemioticallyinthetranslationofmeaningsanddesignsacrossmodes, media,and sites.Combiningthe analysisofthe meaningpotentialsofmultimodalrepresentations withethnographic accounts of theirusein context producesthe followingfindings:The PGwriting taskconnectswiththe students’life-worldsand the gamingcontextaroundPGpromptsthedesignoftheirmultimodalrepresentations.Thestudentsareactivecreatorsofcontentand demonstratepurposefulandinnovativeusesofsemioticresourcesinself-representation,stancetaking,andaudienceawareness.

TheiPadfacilitatesmultimodalanddigitalcrossoversbetweenleisureactivitiesandschoolsubjects.Theconcludingdiscussion suggestshowgame-basedliteracypracticescouldbetransferredintoacademicsettings.

©2021TheAuthor.PublishedbyElsevierInc.ThisisanopenaccessarticleundertheCCBYlicense(http://creativecommons.

org/licenses/by/4.0/).

Keywords: writing;multimodality;affinityspaces;game-basedliteracypractices;iPads

1. Introduction

Whenrepresentingknowledge,studentsinterpret,select,transform,andcombinethedifferentmodesandsemiotic resourcesavailabletothem,basedonthesocialcontextandthespecificaimstheystrivetoachieve(Kress,2010).Both inandoutofschool,studentscreatedigitalcontentfocusingonspecificinterests,suchasgaming,music,andfanart, andmanystudentsparticipateintheso-calledaffinityspaces,wheretheyinteractintermsofcommonendeavorsand sharedpassions(Gee,2004).Thesesocialnetworksrelyonwritingastheprimarymodeofcommunication(Barton

&Papen,2010),although(asmystudyshows)thiskindofwritingissituatedinmultimodalmeaning-making.Inthis paper,Ipresentfindingsthat canleadtoabetterunderstandingofmultimodalliteracypracticesintablet-mediated environmentsanddiscussthewaysinwhichstudentscanbenefitfromgamingliteraciesthatmakeuseofoverlapping digitalandmultimodalpractices.

E-mailaddress:elin.stromman@ntnu.no

1 Postaladdress:Elvgata8,7350Buvika,Norway.

https://doi.org/10.1016/j.compcom.2021.102629

8755-4615/©2021TheAuthor.PublishedbyElsevierInc.ThisisanopenaccessarticleundertheCCBYlicense(http://creativecommons.org/

licenses/by/4.0/).

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InNorway,theconceptsofliteracy,multimodality,anddigitalcompetenceareembeddedinanationwidecurriculum andstudentliteracyachievementiscrucialthroughouttheelementaryGrades1-7andinhighereducation(Grades8- 13).From a Europeanperspective, Nordic countries arefrontrunners inthe deployment of high-speedInternet in schools,andNorwayisalsooneofthetopfivecountriesintermsofstudentaccesstocomputersandtablets(European Commission,2019).Despiteregionaldifferences,elementaryschoolsincreasinglyadopttablettechnology.

Mystudywasconductedinanelementaryschoolthatimplementeda1:1iPadprogramin2012/2013.Studentsin Grades5-7alwayshavetheirpersonaliPadavailable,evenathome,usingitforhomework,gaming,communicating onsocial media,andsoon.The participantsare12-year-old studentswhoare confidentintheir abilitytousethe iPadasatoolforbotheducationalandrecreationalpurposes.Inthispaper,Iexplorewhatcharacterizesthestudents’

digital-semioticpracticesincomposingtextsaboutthemobilegamePokémonGo(PG).Ihaveappliedsocialsemiotic multimodalanalysis(SSMA)ofthemultimodalrepresentationsemerginginthetextcompositionphase,inthefinished texts,andinthestudents’talksaroundtheirtexts.ThismeansthatIhavepaidattentiontothestudents’selectionsand arrangementsofsemioticresources,encompassingtheirreuseofexistingordigitallyadaptedresources,aswellasto theirrepresentationalchoices.Myanalysishasbeenguidedbythisresearchquestion:Howdoesthestudents’workin andaroundPokémonGoinfluencetheirmultimodaldesignsandrolesaswriters?

Thestudents’talksaroundtextsillustratethatwhenfacedwiththePGassignment,theyturntotheirfamiliaritywith thisgameanditsparatextstohelpthemmakesenseoftheassignment’slinguisticandvisualdemands.Thisresultsin innovativeandevolvingmultimodalrepresentations,suchascollages,fanartandlogos,drawingondesignsandskills thatarespecifictogamers’makerculture(Gee&Hayes,2012).Theanalysishereconcentratesontwofocalstudents’

multimodalrepresentationsandthreeselectedliteracyevents:thedesignofthePGheading,thecreationofPGfanart, andthewrittenPGtext.

2. Previousresearch

TheiPadissaidtohaveamultimodalintuitivelogicthat couldfacilitatestudents’learning,extendingtherange of resources for communicationandrepresentation andallowingcombinationsof verbal,visual, andaural modes (Gallagheretal.,2015).Internationalreviewstudiesontabletshaveshownthelackoflongitudinalstudiesmonitoring students’ writing practices with tablets (Haßler, Major,& Hennessy,2016; Zhang &Nouri, 2018).Furthermore, researchintothemodalcomplexityofferedbytabletsthatconsidersthelearningcontextremainsscarce(Simpson&

Walsh,2017).InNorway,researchershaveidentifiedthelackofresearch-basedknowledgeaboutthelearningoutcomes ofeducationaltechnologyusingtablets(Krumsvik,Berrum,&Jones,2018).Inshort,students’multimodalliteracy practiceswithiPadsstillconstituteanemergingareaofeducationalresearch.

2.1. Crossoverliteracies:multimodalcompositionandgamingliteracy

Inthisliteraturereview,Ipresenttheconnectionsbetweenout-of-schoolandin-schoolmultimodalcomposition focusing ongame-basedliteracy.LiteracyscholarsPamelaTakayoshiandCynthia L.Selfe(2007)havestatedthat thedefinitionof multimodalcompositionneedstoreflectstudents’literacypracticesinnewdigitalcommunication environments.Usingcomputergamesandgamingparatextsinmultimodalcomposition,instructorscanbuildbridges acrossstudents’interest-drivenliteracypracticesandhelpthemdevelopscholarlypurposesofwriting(Arduini,2016, 2018;Daniel-Wariya,2016;DeLuca,2018;Fry,2012;Gee,2007;Jewitt,2008;Sabatino,2014).Accordingtoliteracy researcherTinaArduini(2016,p.10),gamingliteracyrefersto“theliteratepracticesofgamersandtheirabilitiesto effectivelyplayvideogamesandutilize gaming-relatedparatexts.”Even thesimpleactof gamingrequiresfluency inimageinterpretation,textconsumption,andaudioawareness,andArduini (2018)hasarguedthat engagingwith paratexts (e.g., game-related websites, walkthroughs, Internet forums, etc.) creates spaces for gamers to develop importantmultimodalcompositionskills.KatherineDeLuca’sresearchonaffinityspacesandfandomshassuggested that integratingelementsfromtheseonline communitiesintothecompositionclassroomcanenableinstructors“to build apedagogy that begins where the students alreadyare through the distribution, circulation, anddiscussion of multimodalcompositions”(2018,p. 76).Examiningtherelationsbetweencomputer gamesandwriting,Joshua Daniel-Wariya(2016)hashighlightedtheelementofplayingaming,aswellasplayasameaning-makingresource.

Inherdissertationongamewalkthroughsasinstructionaltexts,MeganFry(2012)haspositedthatwalkthroughscould be pathstoprofessionalwriting. Thisrelates toLindsaySabatino’s (2014)workon Facebookgaming,whereshe

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hasdemonstratedhowthepublicnatureofwritingingame-basedcommunitiescreatesopportunitiesfordeveloping audienceawareness.Anoverviewarticleof93Nordicstudiesonstudents’out-of-schoolliteracypracticesidentifies thatmostofthestudiesexaminewhetherthesepracticescrossovertoclassroompractice(Juuhl&Michelsen,2020).

Researchoncrossoverliteracieshasshownthatstudentssearchfor,andreuse,semioticresourcesinre-mixingprocesses withineducationalsettings(Erstad,Gilje,&deLange,2007;Strømman,2020).ArecentFinnishstudyofstudents’

gamingliteracyidentifiescreatingandsharingasimportantmetagameactivities(Kahilaetal.,2020),findingsrelevant formyownresearch.

Whilenewmediascholarshaveidentifiedimportanttransferrableskillsthatstudents’everydaydigitalliteracies canprovide,severalscholarshavealsopointedtoapedagogicaldigitaldisconnectbetweenhomeandschoolliteracy practices (DePalma&Alexander, 2015;Walsh, 2010;Williams, 2014;Wohlwend, 2017). Thisdisconnectcanbe thoughtofasasiteofcontestationwhereunequaldiscoursesonliteracyintersectandinfluencehowliteracyistaught, whogainsaccess,andwhatcountsasliteracy(Wohlwend,2017).Researchershaveidentifiedgapsinstudents’rhetorical comprehensionofthevariousnewmediainwhichtheyengageandgapsbetweenmultimodalandprint-basedcomposing tasksregardingthestudents’notionsoftheaudienceandtheprocessesofinventingmeaning(DePalma&Alexander, 2015).Someinstructorsalsofaceagapbetweentheconventionalteachingofcompositionandmoderntextcultures.

Wheninstructorsseektoincludedigitalgamesandotherelementsofpopularcultureintheirteaching,thiscanentail engaginginpracticeswithwhichtheyhavelittleaffinityorexpertise(Walsh,2010;Williams,2014).

2.2. ResearchingPokémonGo

Releasedin2016,PGis anaugmentedrealitygame wherethePokémon figuresappearonamapinrealtime.

PlayerscollectPokémonsandprogressthroughthegame’slevelsbythrowingPokéballstowardthecharactersasthey encounterthem.Thecharacterscanbeattractedthroughitemscollectedduringthegame,andPokémonscanbattlein gyms–destinationswhereopposingteamsfaceeachother(Niantic,2016).AsPGservesasanaccessibletextforclass purposes,ithasbeenusedanddiscussedbybothpractitionersandliteracyscholars(Blevins,2018).ResearchonPG includesstudyingthegameinrelationtoaffinityspaces(Tran,2018),navigatingaugmentedreality(Blevins,2018;

Wohlwend,2017),thecharacteristicsofthePokémonfandom(Assunc¸ão,Brown&Workman,2017),andconceptsof multimodality(Howell,2017).AccordingtoEmilyHowell(2017),PGisanexampleofhowamultimodaldigitaltext hasitsownaffordances(e.g.,byemployingimagesandmapping)andhowitconnectswithgamingtutorialsemploying multiplemodes(e.g.,text,font,color,hyperlinks,stillimagesandvideos),requiringstudentstounderstandinformation invariousmodes.MuchoftheteachingonhowtoplayPGisoffloadedfromthegameanddistributedacrosssitesand resourcesprovidedbyotherplayers(Tran,2018).Thesesitesandresourcesincludewalkthroughs,wikis,glossaries, andfanartsharedonsocialnetworks,andtheliteracypracticesinthePGaffinityspacehaveamultimodalnature.

3. Theoreticalperspectives

Several,sometimesoverlapping,theoreticalframeworksandconceptsrelatetointerest-based,technologicallymedi- atedlearning,especiallyamongyouths.Here,Idrawontheoriesfromtwointerconnectedfields:1)NewLiteracyStudies (NLS),whichexploreissuesofidentityandagencyinrelationtoliteracypracticesacrossvariouscontexts,suchas in-schoolandout-of-school(Barton,2007;Barton&Lee,2013;Gee2004,2007;Gee&Hayes,2012;Maybin,2007), and2)multimodaltheory,whichisorientedtowardtheobservationandtheanalysisofsemioticproductionindigitally mediatedmultimodaltexts(Kress,2010;Kress&vanLeeuwen,2006;Jewitt,2008,2017).ThethirdtheorythatIuse concernsLevManovich’s(2013)viewsonnewmediaandthecultureofremixability.

3.1. Literacyeventsandaffinityspaces

ScholarswithinNLSregardliteracyasasetofsocialpracticesthatareobservableineventsmediatedbywritten texts.InNLS,thenotionofaliteracyeventbecomestheempiricalphenomenon,providingastartingpointforanalysis, while literacy practicesare more theoretical,providing patterns abstracted from events(Barton &Papen, 2010).

According to ethnographerShirley Brice Heath, aliteracy eventis “any occasion in whicha pieceof writing is integraltothenatureoftheparticipants’interactionsandtheirinterpretativeprocessesandstrategies”(1983,p.74).

Toreflectmorecontemporarynotionsofliteracy,NLSscholarDavidBarton(2007)haselaboratedontheideaofa

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literacyevent,suggestingthatrelationsbetweeneventsmaybeserialandchained,embedded,orsubordinated.When researchingstancetakinginpubliconlinespaces,DavidBartonandCarmenLee(2013)havefoundthatpeoplemove seamlesslyinandoutofdifferentliteracyeventsanddomains.AspointedoutbyBarton(2007,p.177),thismovement isalsothe caseinschools:“(...)schooledliteracyisnottheonlyformof literacygoingoninschools.Theseare otherliteracieswhicharerenderedinvisible.”ThisalignswithJanetMaybin’s(2007)argumentthatthehome/school binary embedded in the NLS theoreticalframework has been associated withan abstract conceptionof schooled literacythatdoesnot considerstudents’actualeverydayexperiencesinclassrooms.Inherethnographicclassroom research,Maybinhasuncoveredarange ofunofficialliteracyeventsamongthestudents,referredtoas “underthe desk literacies”(2007,p. 517).Although theseliteracyeventsappeared tobeoff taskactivitiesthat strayed from institutionalnorms,theyinvolvedarangeofdifferentkindsofengagementwithtextsthatcouldhelpbuildliteracy (Maybin,2007).

AsimilarspiritthatisopentoeverydayliteracypracticesisevidentinJamesPaulGee’s(2004)researchonvideo gamesandaffinityspaces.TheaffinityspacetheoryisanchoredonGee’sobservationsonhowindividualsinteract inonlinegames,forumsandwebsites.Asplayersjoin digitalgames,theyinteractwith“amultimodalliteracypar excellence”(Gee,2007,p.18),andthesegamescancomprise“afruitfulprecursordomainformasteringothersemiotic domainstiedtocomputersandrelatedtechnologies”(p.40).Basedonstudiesongame-basedfansites,JamesPaul GeeandElisabethHayes(2012)haveidentifiedfeaturesofnurturingaffinityspacesthataresupportiveoflearning.

Affinityspaceshonorcraftknowledgeandfacilitateidentityplayandreflectionsonaudience,genre,andprocess.In onlineaffinityspaces,peoplecanmake,commenton,andshareculturalartifacts(e.g.,images,videosandtexts),and bydoingso,adaptandaddtotheseartifacts’multimodaldesigns.Affinityspacesaretypicallylinkedtoout-of-school practices(Gee,2004).Inmystudy,manyofthestudents’interest-drivenpractices(photoandfilmediting,gaming, producinggamewalkthroughs,etc.)areexamplesofcrossoverskills,bothpresentinthestudents’everydayliteracies andintegraltoschoolassignments.

3.2. Multimodalrepresentations

Thetheoreticalfieldofmultimodalityplacestextmakinginatraditionofsocialsemioticsandunderstandssigns asmultimodal,intentional,andculturallyshaped(Kress,2010).AccordingtoGuntherKressandTheovanLeeuwen (2006),socialsemioticsisorientedtotheobservationandtheanalysisofthecomplexityofsemioticproduction,aswell astothediscoveryofnewsemioticresourcesandnovelwaysofusingexistingones.Here,Kress’(2010)conceptof themotivatedsignisrelevant.Inbrief,thisconceptplacesagencyonthesignmakeranddrawsattentiontotheinterests andthe intentionsthat motivatethe students’choicesof semioticresources. Multimodalcomposition involvesthe abilitytodesignmultimodalrepresentations,andaccordingtoKress(2010),theprocessofrepresentationisidentical totheshapingofknowledge.FollowingKress,Iviewmultimodalrepresentationsasmaterializationsofthestudents’

semioticandinterpretivework.

Currentmultimodalcompositionresearchhasdrawnonapproachesbeyondthelinguisticmodelofsocialsemiotics, including film, music, andgamingtheories. Asmultimodal compositionscholar Carey Jewitt (2008)has posited, gamingandgamingparatextsfacilitatethemovementofimagesandideasacrossgeographicalandsocialspacesin waysthataffecthowyouthsinteractandlearn.Jewitthasalsohighlightedthatdigitaldevicesconstituteakeyarea ofmultimodalinvestigationbecausetheymakeawiderangeofrepresentationalmodesavailable,oftenin“newinter- semioticrelationships”(2017,p.452).MediaresearcherLevManovich’s remixmetaphorisusefulinthiscontext, capturingnotonlyhowdifferentmediatypesgetremixedbutalsohowwaysofrepresentationandexpressioncross overandcombine(2013,p.176).

4. Researchdesign,methods,anddata 4.1. Multimodalethnography

Mystudydrawsonmultimodalethnography,aresearchframeworkthatusesthesocialsemiotictheoryinethno- graphicresearchtoproduce accountsof situated artifactsandinteractionsandthe relationsbetweenthem (Jewitt, Bezemer,&O’Halloran,2016).Multimodalethnographicapproachesexaminepeople’spracticesinsociallysituated signprocesses,andtheresearcherisimmersedintheparticipants’practices,languageuses,andcultures,taking“an

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emicperspective”(Purcell-Gates,2011,p.142).Ispent18monthswithfifty11–12-year-oldstudentsandtheirteacher, limitedtothecompositionclasses(usuallytwiceperweek),andutilizingakeymethodologyofmodernethnographic approaches–familiaritywiththecontextinwhichthedataarecollected,participantobservation,interviews,andfield notes(Purcell-Gates,2011).Toelicitinsiderinformationandexploretheliteracyeventsindetail,fourfocalstudents wereselected.Thesestudentswerechosenbecausetheydemonstratedawillingnesstotalkabouttheirwritingsand texts.Thisarticle featuresthetwofocalstudentswhomIwasabletoobserveinthePGcompositionphases.2The ethnographicworkinvolvedmonitoringthetwostudents’useofiPadsincomposingthePGtexts,recordingtheirtalks aroundtheirtexts,andanalyzingthemultimodalrepresentationstheyproduced.

4.2. Participants

The12-year-oldstudentsJonandMartinwereskilledproducersofonlinecontentandhadsimilarinvestmentsin technology.Bothweregamers,producersofvideogamewalkthroughsandfanart,andparticipantsof theschool’s game-basedlearningplatformMinecraftEducationEdition.Theyalsobelongedtovariousaffinitygroupswherethey interactedintermsofcommoninterests.Joncreatedinstructionalgamingvideos,applyingmanyiPadapps,andhad hisownYouTubechannel.Usingseveralapps,Martinproducedjinglesandothermusicalpieces,frequentlyincluding them,togetherwithsoundeffectsanddigitaldrawings,inschoolassignments.

4.3. Talksaroundtexts

Myinterviewswiththefocalstudentsrangedfrominformalconversationstomorestructuredinterviews.Aform ofsemi-structuredinterviewingiscalled“talkaroundtexts”,usingtextsorartifactsasstartingpoints(Page,Barton, Unger,&Zappavigna,2014,p.120).Inthesesessions,thetextsandthemultimodalrepresentationsproducedbythe studentswereused asthe fociof thetalks.JonandMartinalsoengagedinconversationswhile theywerewriting (e.g.,inpeer-responseactivities), andthesetalkswererecorded.Literacyeventsareconstitutedthrough dialogues, oftenrelatingtotextsorimages,whichgiveorallanguageanimportantrole.Thetalk-around-textmethodprovided cluesabouttheparticipants’perceptionsonthecontextofwritinginschool,theirpartakinginaffinityspaces,their multimodalchoices,andthusabouttheunderlyingculturalpractices.

4.4. ThePGwritingtask

TheobjectivesofthePGwritingtaskwereto“describethemobilegamePokémonGotoapersonwhohasnever playedit,”“explainthedifferentstagesofthegame,”and“sharetipsandtricksofthegame.”Furthermore,thestudents wereaskedtoevaluatethegameandgamingbylistingboth“positiveandnegativeaspects.”Inadditiontodepicting theirideasinwords,thestudentswereaskedto“insertimagesand/orscreenshots”(e.g.,fromtheirmobilephones).

Theassignmentpositionedthestudentsas“gameexperts”bywritingadescriptiveandinformativetextaddressing alessinformedreader.Infact,notallthestudentswereexperts;somedescribedthemselvesas“beginners.”Forthe initialphase of thewriting process,theteacher thereforeprovidedthe studentswithpossibilities toengageinthe game,usingtheirmobilephonesinschool,andassignedtheexpertstheirrolesasinstructors.Asallthestudentswere familiarwiththePokémoncharactersandmanytalkedabouttheirfavoritePokémon,anadd-ontotheassignmentwas to“writeaparagraphaboutyourfavoritePokémoncharacter,whereyoudescribewhatitlookslike.”3Exceptforthe callforinsertionofimagesinthewritingtask,theillustrationofthetextswasnotatopicinthelessons,leavingthe representationalchoicesuptothestudentsthemselves.Theassignmentservedthepurposeofconnectingwritingto authenticpurposesandpossiblytakingacriticalstancetowardthegameandthegamingactivity.Finally,thewriting taskfunctionedasapromptformultimodalcomposition(Kress,2010).

2 Thestudentsworkedinpairs,andIchosetomonitortheonlypairthatcomprisedtwoofmyfocalstudents.

3 TranslatedexcerptsfromthewrittenassignmentaboutPG.

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Table1

DatafromthePGwritingproject.

Datasources Useinthestudy Meansofanalysis

Writtentexts:Twostudents’PGtext writteninPages

Usedforanalysisofmultimodal representations

Socialsemioticmultimodalanalysis (SSMA),theory-guided(deductive)text analyses

Talkaroundtexts:Videotaped peer-responseactivitybetween twofocalstudents

Allowedanunderstandingofthe students’multimodalchoicesand participationsinaffinityspaces

Inductivecodingbasedonthestudents’own wordsandphrases,renderedasexcerptsin theanalysissection

Screenshots:PGheading,logo,and fanart

Usedforanalysisofgame-related artwork

SSMA,renderedintheanalysissection (Figs.1–6.)

Teacher’shandout:PGwritingtask Usedtohelpframetheenvironment oftextcomposition

Renderedintheintroductionsection Fieldnotes(sevenlessons) Providedadditionalinsightsintohow

thewritingtaskwaspresentedand whatthestudents’writingprocesses andmultimodalchoices“looked like”tomeasaresearcher

Underlinedfeaturesofthewritingprocesses, andmultimodalchoicesusedastalking pointsintalks-around-texts

4.5. Data

Thenotionofaliteracyeventwasusedtofocusdatacollection.Inthispaper,thefocalliteracyeventsinformingthe analysisincludeapeer-responsesessionbetweenthefocalstudentsJonandMartin;thetwoboys’workonheadings, logosandfanart;andtheirfinalPGtexts.AccordingtoNLSresearchers,thissetofelementsrepresentsalinkedchain ofliteracyevents(Barton,2007).Iemployedacombinationofwritingfieldnotesandaudiotapingandvideotaping fast-movingevents,suchasthepeer-responsesituationandtalks-around-texts.Theaudiotapedandvideotapeddata weretranscribedandtranslatedintoEnglish.Videotapingalsoallowedscreenshotsoftextualelements,suchasvarious multimodalrepresentationsinthemaking.Finally,thestudents’texts4werecollected,alongwiththeteacher’swriting task.Thethree-leveldescriptionofthedata(Table1)showsthedifferenttypesofdatacollectedinrelationtothePG assignment.

4.6. Analyticalapproach

Asethnographicapproachestoliteracyseektoexplain,describe,andprovideinsightsintoactivitiesintheircontexts (Purcell-Gates,2011),myanalysesaredirectedtowardthecharacteristicsofthestudents’multimodalrepresentations producedinsitu.Theearlycodingofthedatabeganintheclassroomwhendifferentinstancesofmultimodalitywere beginningtoemergefromthestudents’conceptmapsandPGtexts.Thenotesandthequestionsfromthehandwritten fieldnotesweremarked,labeled,andusedastalkingpointsintheinformaltalk-around-textsessions.Thesecondphase ofthedataanalysisinvolvedcodingandcategorizing,bothinductivelyanddeductively.Intheinductiveor“bottom- up”coding(Purcell-Gates,2011,p.150),thecodingdecisionswerebasedonthestudents’ownwordsandphrases.

Forexample,whenwritingthePGtexts,severalstudentsspenttimeexploringandchoosingamongthebuilt-infonts inPages.Inthepeer-responsesession,JonandMartindiscussed“therealgamingtext,”“thelanguageofgaming,”

“lettersthatgrown-upsdon’tunderstand,”andthedesireto“createone’sown‘texttype’”(sic).Allthesecodesrelate tothefontas asemioticresource,acategoryof interesttothe researchfocus andacentralconceptinmultimodal theory.

SSMAemphasizessituatedactionandmeaning.Severalresearchershavedescribedsocialsemioticprocessesand differentdimensionsofrepresentation(Jewitt,2017:Kress,2010;Kress&vanLeeuwen,2006).SSMA’sdescriptive framework has been used as a tool for the deductive, or rather, theory-guided,analysis of the multimodal repre- sentations.In my analysis,I relatekey analytical pointstocentralSSMAconcepts: mode, transformation,modal affordances, aptness, functionalload, andsalience. Mode isasocially andculturally givenresourcefor meaning

4 ExcerptsfromthePGtextsareparaphrasedintheanalysissection.

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making.Writing,image,andlayoutare thedominant modesinthe PGtexts.According toKress(2010),adesign processthatinvolvesstayingwithinthesamemodes,semioticcategories,andlogicsiscalledatransformation.The differingaffordances(possibilitiesandlimitations)of modesenablespecificsemioticworktodrawontheseaffor- dances.Animportantpointhereisthatmodalaffordancesareconstantlyreshaped,dependingontheneedofthose whomake meanings (what theyconsiderapt),their rhetorical assumptionsinthe environment of communication (whattheydecideshouldhaveafunctionalload),andwhatisforegroundedinthetexts(whattheychoosetomake salient).

5. Analysisandfindings

5.1. Designoftheheading:salienceandaptness

Thissectionfocuseson theprocessof designingaPG-headinganddraws onavideotapedsession ofthe focal studentsMartinandJoninapeer-responseactivity.Inthissetting,theboysweresupposedtoreadandcommenton eachother’stexts;instead,theydriftedintoexploringafreeonlinelogomakerprogram,Vistaprint.no.Thiswebsite gavethemaccesstoarangeofimages,fonts,andcolorsfordesigningtheirownlogos.Inthefollowingexcerpt,Jon showsme(E)howtheprogramworksanddesignshisownPGlogo,whichMartinevaluates.Theitalicizedtextsin parenthesesdescribehowtheboysinteractwiththedigitalinterface.

E:WheredidyoufindthiswebsiteVistaprint?

J:Ijustgoogled“Howtomakeyour ownlogo.”OK,nowI’mgoingtomakemyownPokémon Gologo.Let’s see...(searchesforfigures).Theseare...notcool.(...)Thisonemightfit!

E:Whatmakesitfit?

J:‘CauseitlooksabitlikeaPokéball.AndthenIchoose...Ineedtofixatext(types).Thisworks!

E:Whydoyouthinkthisfontworks?

J:‘Causeit’sbold.E:Doesthegamelogohaveaboldfont?J:Yeah,andthisoneiscool.IfI’mabletochangethe colorofit(explorescoloroptions).Noredcolor,though.Well.Done!So,thisismynewPokémonGologo!(shows mehisiPad)(Fig.1).

Fig.1.Jon’sPokémonGologoinVistaprint.no.

J:AndnowIcanusethislogoasthetitleformytext.Let’sseewhatthatlookslike(replacestitlewiththenewly madePGlogo).

E:Andwhatdoyouthinkaboutthat?

J:Ahhh,Ithinkitlookscool.Whatdoyouthink,Martin?

M:PokémonGo!(readsJon’stitle).Butitdoesn’tlooklikeaPokéball.(pointsattheiPadscreen).

J:No,Iknow.SomaybeI’lljustundoit(deletesthelogoandreplacesitwithadifferenttitle)(Fig.2).

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Fig.2.JonmakeshissecondPG-title.

Extractingmultimodalrepresentations,suchasthemakingofthislogo,forexaminationdirectsanalyticalattention tothedesigndetails.Fonts,images,andthelayoutarechosenandrepresentthefocusoftheindividual’sinterest(Kress, 2010).Jonisagameratlevel22inPG;hetakesanaffectivestancetowarditbydescribingitas“afunmobilegame for childrenfromtheageof5 to80.”Jon’schoiceofdesignelementsisbasedonhisinterestinthegameandthe brandname’sfeatures.Inthisrepresentation,hechoosesaboldfontandthemostappropriatefigureandcolorscheme toresembletheclassicPGball,basedonwhatheconsiders themostapt image/textdesign.Here,thenewlymade signcomplexdoesnotinvolveshiftsinmodes(cf.transformation).ThePokéballisrepresentedasaball-likefigure, andthegame’snameremainstobeinwriting.AccordingtoKressandvanLeeuwen(2006),theleft-rightplacement createsagiven-newstructure.Inthiscomposition,theballisplacedtotheleftandthuspresentedassomethingthat thereader/vieweralreadyknows.

Asshownintheprecedingdialogueexcerpts,Jon’sprocessofcreatingandthen(promptedbyMartin’scomment) deletinghisPGlogorepresentsanearly-phasedesignthathelaterrejects.InsteadoftheballmadeinVistaprint,he endsupusingtheheadingshowninFig.3,wheretheofficialPokéballimageservesastheletter“o”in“Go.”Thistype oftextualintegrationgivestheimageitsfunctionalload.Theplacementandthecoloroftheballalsomakeitstand outfromitssurroundings;thiseye-catchingfeatureattractstheviewer’sattention.Inmultimodaltheory,thistypeof visualweightisreferredtoassalience(Kress&vanLeeuwen,2006).

Fig.3.Jon’sthirdandfinalheading.

Martinchoosesadifferentsemioticsolutionforhisheading,namelyapictorialwrittenlanguageimportedfromthe PGwebsite,theso-calledPokémonalphabet.Thisheading(Fig.4)consistsofcurlingletters,withthePokéballatthe centerofeachletter,givingaresemblanceofeyes.Here,theheading’sessentialpurposeremainsintact,communicating thetext’stopic.Furthermore,itisanexampleofmultimodalstance-taking,reflectingMartinasagamer,possiblya PGexpert.Finally,hisuseofrecognizablevisual-linguisticcuesaddressesandincludesfellowPGplayers(Sabatino,

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2014).Thevisualcharacterofwrittentexthasalwaysbeenpresentintypography,butasthesetwoexamplesshow,the fontasaphenomenonisofinteresttostudentsandincreasinglycontributestothewaysinwhichtheymakemeanings.

Fig.4.Martin’sheadingusingthePokémonalphabet.

Allthestudentsinmystudypaidattentiontonon-verbalaspects,suchastypographyandlayout,andtothedesign featuresofweb-basedtexts,suchasimagery,color,heading,andsoon.Manyofthestudentschoseaplainorcolored PGheading (19of42students)or insertedan imageof theofficiallogo(23).Twostudentsmadecollages,which included theofficiallogoandtheir choiceoftheir favoritePokémon.Whilemost studentschoseacopy-and-paste practicefortheirheadings,reusingreadymadematerial,Jon’sandMartin’sdifferentdesignsolutionsdemonstrated theirfamiliaritywiththesemioticfeaturesofPG,aswellastheirstatusasgamers.JonandMartinalsoknewhowto selectanddigitallyadaptsemioticresources,resultinginaptandinnovativedesigns.

5.2. Affinityspacesandfanart

Manygames,includingPG,allowplayerstomodifythembyusingthedesignsoftwarethatcomeswitheachgame.

ThisprocessisclosetohowJonnavigatedthewebsitewhenheredesignedthelogoandisanexampleofacrossover betweengamingandwriting.PGalsohasafancommunity,afandom,devotedtomasteringthegameandcreating artwork(fanart).ForJonandothergamers,suchcommunitiesareaffinityspacescenteredonproducingthingsand honoringcraftknowledge.Thefollowingexcerpt(fromthesamepeer-responseactivityastheprecedingone)shows howJonandMartincreateanddiscusscharactercollages,aswellaspositionstheboysasPGfans:

E:Whatdoyoucallthese?(pointingatJon’siPadscreen[Fig.5]) J:Fanart.

E:Fanart.Isthatthenameofawebsiteyouvisitorisitatypeoftext?

J:It’satypeof...No,it’sathingyoucreate

M:Sayifyou’redrawingsomethingforsomethingyoulike,thenyouareafan.Youknowwhatthatis?Andart, thatisthedrawing.

E:So,itislikedrawingorwritingonanimage?

J:Yes.Likethisone(pointsathisscreen).

E:Whataretheyfor?Doyousharethemwithothers?

M:Yes.

Fig.5.Pokémonfanart.

InFig.5,allthePokémonsarewearingsunglasses,aprominentsemioticfeature.Theretroglassesaresalientfan artaccessoriesandcanbedownloadedasfreetemplatesfromclipartwebsites.Thiscollagetechniquesupportsthe visualizationofselectedsegmentsandrequiresfamiliaritywithphotoediting,layering,andmultimodalcomposition.

In contrasttome,theboysseemconfidentwiththenameof thekindof artworktheyare creating(fanart)andits purpose(sharingwithothers).Game-relatedaffinityspaces,suchasthePGfandom,arecommonlyorganizedtoallow

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Fig.6.ThuglifeCharmanderasascreensaver.

andencourageanyonetolearntobuild,design,remix,andshare.Gamesthatemphasizetheinvolvementofplayers asdesignersandencouragethedevelopmentofcreativegamedesigncommunitiesare“particularlygoodforfostering skillswithtechnologyanddesignandlearninginthe21stcentury”(Gee&Hayes,2012,p.4).

Thenextfanartexample(Fig.6)showsJon’siPadinthescreensavermode.Here,thePokémonCharmanderis portrayedaswearingsunglassesandlightingacigarette(orajoint?)withitsburningtail.Intheexcerptbelow,Jon showsMartinandmehislatestpieceoffanart,“Thuglife,”andexplainshisdesign.

J:Imadethispiecetoday,actually!

(showsusthescreensaverimage“Thuglife”).

E:Sunglassesandacigarette?

J:Yes(laughs).

E.Whydidyouincludethosethings?

M:(interrupts)Becauseit’scool!

J:Becausehelightsthecigarettewithhisburningtail.

E:AnddoyouknowwhatThuglifemeans?

J:Eh...no.Butitlookscoolwhenothersuseit.

InthePGgame,Charmander’stailburnsfiercelywhenhebecomesenragedorishappy.However,thecigarette, whichhastheshapeofajoint,andtheheading“ThugLife”areassociatedwithundergroundfanart,typicallyshared onsocialmedia(e.g.,YouTube,Facebook)andotherphoto-sharingplatforms(Pinterest,Deviantart,etc.).Jon’schosen fontisaGothicblackletterfontavailableinPagesandresemblestheThugLifelogorenderedonsocialmedia.5

Shiftingtechnologicallandscapeshaveallowedincreasedproductionandcirculationofmultimodalfancompositions suchasthese.Thoughchangesintechnologymayshifttheplaceswheremultimodalcompositioniscreatedbyand forfandoms,thepurposesofthesetextsremainconsistent–tobecirculatedamongindividualswithsharedinterests inordertomaintainacollectiveidentityacross time,space,andtechnologies(DeLuca,2018;Kahilaetal.,2020).

The boys’reactionstomy questionsindicate their awarenessthat thispieceof fanartstretches theboundariesof

“schooled”multimodalcomposition.Jondoesnotknowthemeaningof“Thuglife”6buthasadoptedakindoftaboo visualpracticecommoninsomefandoms.WhenJonhandsinhisfinishedtext,“ThuglifeCharmander”isreplacedby amoreinnocent-lookingCharmandertakenfromtheofficialPGwebsitegallery.Inotherwords,“Thuglife”remainsin thisundergroundorhiddenliteracypractice,thusservingasanexampleofMaybin’s(2007)underthedeskliteracies.

5.3. Jon’sPGtext:redesigningandrepresentingtheabstract

Theassignment wastowriteadescriptivetextaboutPG,including adiscussionwherethestudentswereasked tolistpositiveandnegativeaspectsofplayingthegame.Thishybridwritingtaskopenedforstancetaking.Jonhas

5 Forexample,seedafont.comandpinterest.com.

6 ThugLifewasarapgroupformedby2Pac.AccordingtotheUrbandictionary,itisanacronymforTheHateUGiveLittleInfantsFucks Everyone(https://www.urbandictionary.com/define.php?term=Thug%20Life).

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Fig.7.PositiveaspectsofplayingPG.

chosen“Positive”and“Negative”tosignalthetwoparagraphsthatanswerthediscussionpartofthetask.Accordingto him,thepositiveaspectsofplayingPGrevolvearoundthefactthatitisanoutdoorsocialactivity:“Whengamersare playingPokémonGo,onespendsmoretimeoutdoorsinsteadofjuststayingathomegaming.Beingout,onecanteam upwithnewfriendstohuntforPokémons.”ThisparagraphtapsintotheverynarrativeofPokémon(i.e.,travelling theworldtocatchcreatures),andJonillustratesthispointinacollagecombiningtwoimages.Thethree-dimensional illustrationofthreefriendsistakenfromCanStockPhoto(Fig.7).Jonhasadjustedtheoriginalimagebyrotating it180degreesclockwiseandhasattachedamobilephonedisplayingthePGgame.Thephoneattractstheviewer’s attentionduetothecontrastincolor,establishingsalience.ThisexampleshowshowJonhasusedexistingmaterialto makeanewsignandinthisremixprocess,hastransformedorredesignedthesemioticresourcestofitthenewcontext.

Positivt

Nårspillereerutemedpokémon go,ermanmeruteennhvisman baresitterinneåspilleronline.Og nårmanerute,kanmanfånye venneråmøteoppsammen senerepåpokémonjakt.

Theimagepresentstheunfoldinggameactivityamongfriends,correspondingtothetopicofJon’swrittentext.The mobilephonethatJonhasplacedinthehandofoneofthegame-playingfriendsdisplaysascenefromthePGgame.

Inotherwords,thegamingprocessisrepresentedbothlinguisticallyandvisually,creatingmultimodalcohesion.The imagerestatestheinformationinthewrittentext,aformofinformationlinkingreferredtoaselaboration(Kress&

vanLeeuwen,2006).

Representationssuchastheseshowhowstudentsrelatetothesubjectandwhattheythinkisworthwhiletocom- municatetoareader. InJon’stext andillustration,the focalpositiveaspect ofplayingPG isbeingoutdoors with friends, whichpresumablyishow Joninterprets hisown PGgamingexperiences.In linewithManovich’s (2013) remixmetaphor,Jon’srepresentationsalsoreflecthisreceptionofthePGtechnology.Inthiscase,Jonhasmanagedto representabstractconcepts,suchasfriendshiporsociability,tiedtoanotherabstractphenomenon,thepositiveaspectof gaming,acombinationofentitiesthatwouldbedifficulttorepresentwithaliteralimage.Masteringabstractconcepts suchastheseisaprocessofmakinganalogies,comprehendingtheminconcreteterms,andfinallyrepresentingthese ideasusingthemostaptsemioticresources.Here,thenewlymadecollagerestsonormaterializesthesignmaker’s interest,anditisamotivatedsignthatpossiblyservestopersuadelessinformedreaderstoengageinthegame.The playfultext/imagerelationalsoindicatesaudienceawareness.

Thenextexample(Fig.8)dealswiththenegativeaspectsofplayingPG.Theopeningparagraphcorrespondstothe previousone:“Whenyouareout(gaming)withfriends,accidentseasilyhappen.Example:traffic.Someonebrokea

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Fig.8.NegativeaspectsofplayingPG.

leginFrognerparkeninOslo,soaccidentsmighthappen. .”7Here,theuseofthegrimacingfaceemojiisanexample of howthetext-messagegenrepermeatestheiconographyofcontemporarychildhoodandsubsequently,children’s schoolwork.FivemorestudentshaveusedvariousemojisintheirPGtexts,andtwostudentshaveintroducedanew paragraphwiththegraphicelements ˆ-ˆ,representingthefaceofPikachu,themostpopularcharacterinthePokémon series.

Negativt

Nårmanerutemedvennerkan detfortskjeulykkereks:trafikk.

Noenbrakkbenetsittnårdevari

FrognerparkeniOslo,sådetkanskjeuhell.

Thefocalnarrativeelementintheprecedingexcerptistheaccident,asemioticpatternestablishedtextually(“neg- ative,”“accidents,”“brokealeg”),intheuseoftheemoji,andintheillustrationofthecarhittingthePG-gamer.This combinationcreatesmultimodalcohesion.Thisillustration(Fig.8)fromPixabayhasavector,comprisinglinessigni- fyingthespeedandtheimpact.Thecontrastbetweenthewhitedriverandtheblackpedestrianprovidesdirectionality.

TheimageofthemobilephoneisreusedasthesalientfeatureremindingtheviewersthatthisisPGgaming.

Sixof thestudentshavenotdiscussed thepositiveandthenegativeaspectsofplayingPG,andonlythreehave chosentoillustratethispartofthetext.WhileJonhasarrangedmetaphoricalcollages,twootherstudentshaveinserted literal images (i.e.,photographsof a cardriver holdingamobilephone, leavingit up tothe audienceto imagine that the driveris playingPG onhis phone). Thisexample showsthat when readymadeimages torepresentJon’s ideasareunavailable,hemakesnewimagesbycombiningthem.Thevisualrepresentationof positiveandnegative aspectsisaresultof mappingpertinentfeatures,whereJonassociates“positive”with“friendship”and“negative”

with“accidents.”Mostofhisclassmates(40)havediscussedPGgaminginrelationtobeingwithfriendsanddoing physicalexerciseoutdoors,whereasthenegativeaspectsof playinghavebeenlinkedprimarilytotrafficaccidents (38).Othernegativeaspectslistedinthetextsaregamingaddiction(29)andthetimeandthemoneyspentongaming (10).

5.4. Martin’sPGtext:thewalkthroughgenre,audience-awarenessandtheinsiderperspective

“This isadescriptivetext aboutPokémon Go written forapersonwho hasneverplayedthegame.”Thisfirst sentenceinMartin’sintroductionsetsthetoneofvoicefortherestofhistext,whereheinstructsthereaderonhowto downloadandplayPG.

7 TheincidentreferredtobyJonandhisclassmatesoccurredataPG-LurePartyinOsloin2016andwasfeaturedinthenews.

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Fig.9.ExcerptfromMartin’sPGtext.

Thefollowingexcerpt(Fig.9)showshowMartinpresentssomeofthemostimportantPGterms(Gym,Pokéstop, andPokédex)inseparateindexedparagraphs.Thiscreatesaproceduralreadingpaththatsimplifiesthereader’swork.

Inthefirstparagraph,MartinpresentsthethreePGteams(Mystic,Valor,andInstinct)intheirrespectivecolorsand instructsthereadertoselectateam.Furthermore,heinstructsthereaderonhowtobattleagym:“Youneedtobeat level5tocompete.Whenyouwinthegym,youpressOKandyou’llgetXP(...).”Martinhasleftoutthefactthat therearetwokindsofgyms(rivalandfriendly)andthatrivalgymbattlesentailloweringanopponent’sprestigelevel.

However,hetellsthereaderhowtoclaimanewPokémon:“IfyoucatchanewPokémon,akindoffilmappearsandit says‘registeredtopokédex’(...).”Healsosharesaninsidertiponwheretohunt:“OsloisthebestplaceforPokemon huntingandistheplacewiththemostPokestops,inNorway.”

Martin’stextsharesthesamelogicsandcontentasthoseofmanyofthePGparatexts.Thestructureandthelayout aresimilartothoseofthePGglossariesofcommonlyusedterms,andthereader-orientedinstructionalstyleresembles theonefoundingamewalkthroughs.Martinaddressesthereaderdirectlyusingthepronoun“you,”atechniquethat pulls usersintothe informationandmakesit relevant tothem.Furthermore, hehas chosen towritethePG lingo (e.g.,level,items,registeredtopokédex)inEnglish,followedbytheNorwegiantermsinparentheses.Theseexamples indicatethat Martinunderstandsthe walkthroughtextasagenreandpurposefullyusesthispriorgenreknowledge tocomposehisowntext.Furthermore,theinsiderinformationthatMartinsharesistypicalofPGstrategyguides,as thisgamedoesnotofferatutorialonhowtoplayit.Anotherconsiderationregardingthegameisthatplayersneed informationonPokémons’location(Tran,2018).Martin’stextattendstoboththeseaspects.Hepositionshimselfas aPGexpert,an“insider”whopresentstheterminologyandsimplifiesthegamingprocedurestothelevel ofaless informedreader/player(Gee,2007).Inthiscase,theinsiderperspectivemightbethereasonwhyMartinhasforgotten toincludethepointofjoininggymbattles.Asfightingforhonorandterritoryisacommonnarrativefeatureofmost games,this“goeswithoutsaying”inMartin’stext.Inotherwords,thiselementistacitknowledgeingamingliteracy (Arduini,2018;Gee,2004).

6. Discussion

Asshownintheanalysis,JonandMartindemonstrate purposefulandinnovativeusesofsemioticresources in self-representation,stance taking,andaudienceawareness.The analysisalsoindicatesthe useof theirpriorgenre knowledgeofthePGparatexts(fandomsandwalkthroughs).TheboysareparticipantsofamakerculturearoundPG, andtheirgame-basedliteracypracticesbothinformandinspiretheirtexts.Theydemonstratedigitalliteracyskillsand exploredesignsthatarespecifictogamers,which,inturn,crossovertothedigitalenvironmentoftextcompositionin school.Inthefollowingparagraphs,thekeydidacticimplicationsofsuchcrossoversarediscussed.

The first step of the PG assignment was to play the game inthe schoolyard. Focusing on the actual gaming experience allowsthe studentsto presentthe game fromthat experience andbe agentiveandengagedwriters, as

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reflectedinJon’sandMartin’stexts.TheexamplesfromJon’stextsshowthathegivesdesignedprominencetothe images(e.g.,logo,fanart,andcollages).Hecomposesmultimodalrepresentations invariousdesignprogramsand createsmultiplelayerstoassemblehis finalimages.Martinalsopresentshimselfasagamerandpositionshimself asaninsider/expert.Inthetext,hetakesonthetutorrole,mimickingthelayoutpracticesingame-relatedparatexts.

ThevisualandlinguisticconnectionsthattheboysmakewiththePG-makercultureconstituteanimportantdriving forceintheiractiveself-representationas gamersandsignmakers.Invitinggaminginto theclassroomisoneway of connectingschoolliteracywiththestudents’ownlife-worlds, shapingopportunitiesfor identityexpressionand play(Daniel-Wariya,2016;DeLuca,2018).Furthermore,applyinggamingtocompositionclassrooms couldfoster students’abilitiestocollaborate,analyze,andrecognizevisualcues(Sabatino,2014).Nonetheless,notallthestudents arePGplayersorinvolvedingame-relatedaffinityspaces.Thefindingsalsoillustratetheneedtoprovidestudentswith richandwide-rangingexamplesofmultimodaltextsthattheymightmodel.Extendingliteracyeducationbeyondthe schoolmeansincludingandaddressingthelinguistic,semiotic,anddigitalassetsthatthestudentspossessinvarious affinityspaces.Thisapproachalignswithothermultimodalstudies’callforacurriculumthatconnectswithstudents’

out-of-schooldigitalandmultimodalrepertoires(Jewitt,2008).

Intheselectedmultimodalrepresentations,differentsemioticmodes(imagesandwords)worktogetherinstance- taking acts,broadlydefined asaposition takenby thewriters inrelationtothe contentandthe audience(Barton

&Lee,2013,p.31).Theimagesareeditedinwaysthat indexacertainkindofpositionof thestancetakers(e.g., gamers,producersoftaboofanart,etc.).Stancetakersmayalsoopttoprojecttheirsenseofselfthroughaparticular styleofwriting,suchasMartin’suseofanexpertvoicewhendescribingthegame.Discussingagameorgamingin writingallowstheexplicitteachingofmultimodalstancetaking.Instructor-leddialoguescouldfocusonthesemiotic resources available to students,their appliedvisual andlinguisticmarkers of subjectivity andaffectivity, andthe rhetoricaltechniquesthatcanbeusedtoaccomplishtheirgoals.Thesedialoguescouldinturnhelpstudentsrealize thattheirrepresentationalchoicesareactsofpositioningandexpandtheirliteracyoptions.Cultivatingmeta-awareness aboutwriting,language,andrhetoricalstrategiesmightpositivelyimpactthewaysthatstudentsassessandadaptto writingdemandsacrossdisciplines(DePalma&Alexander,2015).

DePalma and Alexander have also described the challenges related to audience adaptation that graduate and undergraduatestudentsfaceincarryingoutmultimodalcompositionactivities,primarilybecausethestudentsview multimodalcompositionasopposedto“academic”writingandperceivethe“public”asanill-definedmass(2015,p.

186).Incontrast,theaudienceinthePGassignmentiswell-defined,andthestudentsareabletoaddresstheirreaders.

Writing adescriptivetextto“apersonwhohasneverplayedPG”assignsexpertrolestothestudentsandrequires textsthatareadaptedtoassistthelessinformedreader.AspointedoutbyDePalmaandAlexander(2015),writingas experts,studentscanfocusonthepurpose,audience,andcontentofinstructionalwriting,insteadofaimlesslylisting thestepsofarandomprocess.Focusingonaspecificaudience,mostofthestudentsarealsoabletoselectamong modalitiesandadaptsemioticresourcestosuittheobjectiveofthePGtask.

AspositedbyHowell(2017),PGisamultimodaldigitaltextwithitsownaffordances,whichmeansthatitcanbeused tointroducekeytermsinmultimodalcomposition.Applyingnewtermstoafamiliargenrecouldhelpstudentsassess thepossibleusesofdifferentmodalities(functionalspecialization)anddevelopamorenuancedunderstandingofthe uniqueaffordancesofmodesandresources(Kress&vanLeeuwen,2006).InherresearchonPGasaugmentedreality, BrentaBlevins(2018)hasemphasizedthatPGmakesmeaningthroughthelayersofmultiplemodesandhassuggested thetextuallayerasacomposingconcept.Identifyingthelayeredmodes(linguistic,visual,auditory,gestural/haptic, sound, andcombinations)availableingamescould helpstudentsgainproficiencyinanalysis andcomposelayers ontheirown(Blevins,2018).BuildingonManovich’s(2013)views,Blevins’approachencompassesteachingabout composingconceptsandgivingexplicitsoftwareinstructioninpreparingstudentstobecomecommunicatorscapable ofcomposinginmultiplemedia.

NLSscholarshaveexaminedcompositionasanactthatisperformedacrossmultiplemodes,andiPadsrepresent the latestinaseriesof technology-basedlearningaidsthat facilitatesuch multimodalcomposition.Students,here representedbyJonandMartin,embracethemultimodalpossibilitiesaffordedbyiPads.First,theythinkaboutnotonly thecontentoftheirtextsbutalsohowthetextisdisplayedonscreen,andtheymaketheirrepresentationalchoices accordingly.Second,theliteracyappsprovidedbytheschool,suchasthevideoapps,Pages,andPhotoGenearealso employedintheproductionof posters,fanart,andwalkthroughs.Finally,theboys’actionsthrough theiriPadsare transformative;thedigitaltechniquesandtheworkmethodstheyapplyinvariousaffinityspacesaresimilartothose thattheyuseinmultimodalcomposition.Theboys’familiaritywithcommunicatinginvariousdigitalspacesandtheir

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transfersoftechniquesandwaysofrepresentationbetweenthesespacesalignswithManovich’scharacterizationof

“prosumers”(2013,p.205).Byrecognizingthesekindsoftransferrableprosumerpractices,instructorsofmultimodal compositioncanbetterpreparestudentsforthecommunicationpracticesofthetwenty-firstcentury(Arduini,2018;

Erstadetal.,2007).

TheclassroomwhereIhaveconductedmyresearchhasarangeofunofficialliteracyactivitiesthatarerelatedto,but notpartof,thePGwritingtask.Thetwoboys’playfulcreationsoflogos,headings,andfanartareinthemselvesacts ofstancetaking,demonstratingtheiraffiliationwiththePGuniverse.Theseactivitiesruninparalleltotheteacher-led compositionclassanddonotfindtheirwaytotheteacher’sradarscreen.FollowingMaybin(2007),Ihavechosento presenttheseactivitiesasfocalliteracyevents.Thereasonisnotbecausethattheyaremoreinterestingthantheofficial activityofcomposingdescriptivePGtextsbutthattheyhelpmakevisiblethemultimodaldesignsinwhichthestudents areengaged,aswellasthrowintosharprelieftheskillsthatmightotherwisebehiddentopractitioners(Blevins,2018;

Maybin,2007;Walsh,2010).Foregroundingthese“off-task”activitiescouldalsofuelthediscussionsonwhatcounts asliteracy(Juuhl&Michelsen,2020;Wohlwend,2017),andthusinfluenceandalterconceptionsaboutschoolliteracy practices.

7. Limitations

Thissmall-scalestudy’sfindingscannotbegeneralized.Nonetheless,it providesawindowintothe educational value of atechnology such as PGandhow iPads canfacilitate crossoverskillsinmultimodal composition.Most multimodalstudiesanalyze(oftenindetail)selectedsmallfragmentsorsmallsetsofmultimodaltexts(Jewittetal., 2016).Foregroundingtwostudents’practicesandtextsenablesmetogiveduerecognitiontothecharacteristicsof multimodaldesignandtotheirinterestsassignmakersbutpreventsathoroughpresentationofthesemioticcomplexity andrichnessofthedata.Asmyresearchdesignprivilegesthestudents’voicesandtheirmultimodalrepresentations, Ihavenotexploredtheexplicitteachingofmultimodalityindigitalenvironmentsortherelationshipbetweenteach- ers’pedagogicalbeliefsandiPaduseinmultimodalcomposition.Thisunderscorestheneedforfurtherresearchon multimodalityanddigitalliteracy.

ElinStrømmanisanAssociateProfessorandadoctoralstudentinNorwegiandidacticsinTheDepartmentofTeacherEducationattheNorwegian UniversityofScienceandTechnology(NTNU).HerongoingPhDproject,‘WritingwithiPads,’focusesondigitalandmultimodalliteracypractices.

Herresearchasksquestionsrelatedtotechnology,writing,andpedagogy,andshehaspublishedworkinNordicJournalofDigitalLiteracyand NordicJournalofLiteracyResearch.

References

Arduini,Tina.(2016).Toolsofplay:DevelopingapedagogicalframeworkforgamingliteracyinthemultimodalcompositionclassroomDissertation submittedtotheGraduateCollegeofBowlingGreenStateUniversity.https://etd.ohiolink.edu/.(Accessed19May2020).

Arduini,Tina.(2018).Cyborggamers:Exploringtheeffectsofdigitalgamingonmultimodalcomposition.ComputersandComposition,48,89–102.

https://doi.org/10.1016/j.compcom.2018.03.006

Assunc¸ão, Carina, Brown, Michelle, & Workman, Ross. (2017). Pokémon is evolving! An investigation into the development of the Pokémon community and expectationsfor the future of the franchise. Press Start, 4(1), 17–35. https://pdfs.semanticscholar.org/57a5/

cb6f77f00f49499877da8cd5e5740d7f448b.pdf

Barton,David.(2007).Literacy:Anintroductiontotheecologyofwrittenlanguage.NewJersey,USA:Wiley-Blackwell.

Barton,David,&Lee,Carmen.(2013).Languageonline.Investigatingdigitaltextsandpractices.USAandCanada:Routledge.

Barton,David,&Papen,Una.(2010).Whatistheanthropologyofwriting?InD.Barton,&U.Papen(Eds.),Theanthropologyofwriting.

Understandingtextuallymediatedworlds(pp.3–32).London:Continuum.

Blevins,Brenta.(2018).Teachingdigitalliteracycomposingconcepts:Focusingonthelayersofaugmentedrealityinaneraofchangingtechnology.

ComputersandComposition,50,21–38.https://doi.org/10.1016/j.compcom.2018.07.003

Daniel-Wariya, Joshua. (2016). A language of play: New media’s possibility spaces. Computers and Composition, 40, 32–47.

https://doi.org/10.1016/j.compcom.2016.03.011

DeLuca,Katherine.(2018).Sharedpassions,sharedcompositions:Onlinefandomcommunitiesandaffinitygroupsassitesforpublicwriting pedagogy.ComputersandComposition,47,75–92.

DePalma,Michael-John,&Alexander,KaraPoe.(2015).Abagfullofsnakes:Negotiatingthechallengesofmultimodalcomposition.Computers andComposition,37,182–200.

Erstad,Ola,Gilje,Øystein,&deLange,Thomas.(2007).Re-mixingmultimodalresources.MultiliteraciesanddigitalproductioninNorwegian mediaeducation,Learning.MediaandTechnology,32,183–198.https://doi.org/10.1080/1743988070134339

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